Posts Tagged With: Hag

Bathed in sickly green flames, this insubstantial specter of a beautiful young woman floats just off the ground.

When an exceptionally vile hag or witch dies with some malicious plot left incomplete, or proves too horridly tenacious to succumb to the call of death, the foul energies of these wicked old crones sometimes spawn incorporeal undead known as witchfires. These ghostly creatures appear much as they did in life, although the grotesque undead energy that births them makes them appear young and attractive and wreathes their insubstantial bodies in a powerful aura of sickly green flame, a ghostly fire referred to as “witchflame” in local legends.

Strings of will-o’-wisps are often found in the immediate vicinity of witchfires and are typically led by the undead, leading scholars to speculate that the creatures feed off of a witchfire’s flames and fury.

The bheur hags, also known as winter hags are found commonly in Auril’s realm within the Paraelemental Plane of Ice and Cold as well as on the Prime Material Plane. They live for the pleasure of bringing icy doom to as many people as they can. A common legend surrounding lands suggests that there is only one bheur alive, because no more than one has been seen at a time, but it is far more likely that they are solitary wanderers. This is, in fact, false and bheur hags are the most common of Auril’s handmaidens.

Bheurs are vulnerable to lightning/electricity.

Bheurs resemble hideous old women, like all hags do; however, a bheur’s skin is blue-white, with white hair.

Hags are witchlike beings that use magic to spread havoc and destruction. Hags appear as wretched old women, with long, frayed hair and withered faces. Horrid moles and warts dot their blotchy skin, their mouths are filled with blackened teeth, and their breath is most foul. Though wrinkled and skinny, hags possess supernatural strength and can easily crush smaller creatures, such as goblins, with one hand. Similarly, though hags look decrepit, they run swiftly, easily bounding over rocks or logs in their path. From the long, skinny fingers of hags grow iron-like claws. Hags use these claws and their supernatural strength to rend and tear at opponents in combat. Their garb is similar to that of peasant women, but usually much more tattered and filthy.

The sea hag live within the salt water regions of Esperia and many worship the hag goddess Talona but some do follow Umberlee.

The sea hag have seaweed like hair and green skin and soaked clothes. They normally can be found in caves or underwater caverns where they hold their covens.

The night hag is an outsider that comes from the Gray Waste of Hades. The night hag’s relationship to other types of hags is unclear. Night hags are perhaps best known for being the harvesters of larvae, or the souls of the dead as they appear in Hades. They look like a normal hag but have long black hair, dark blue skin and have small curved horns.

A night hag has an array of magical powers, and can transmit a disease called “demon fever” by biting a victim. Night hags are also able to torment chaotic or evil individuals by invading their dreams using a special item called a “heartstone.” This process eventually transforms the victim into a larva unless some force capable of affecting ethereal beings puts a stop to it.

Night hags are believed to have created the altraloths, powerful unique yugoloths.

For reasons unknown, some night hags give birth to accursed offspring known as dusk hags. Also night hags have a close connection to nightmares.

Hags are witchlike beings that use magic to spread havoc and destruction. The annis hag is a large human but has blue skin, long dark dirty hair and rags for clothes. They normally can be located isolated in swamps and marshes. Practitioners of witchcraft with a taste for the flesh of sentient beings, annis hags are tricky giants which lure people into a false sense of security and trust before weakening them and devouring them.

Though wrinkled and skinny, hags possess supernatural strength and can easily crush smaller creatures, such as goblins, with one hand. Similarly, though hags look decrepit, they run swiftly, easily bounding over rocks or logs in their path. From the long, skinny fingers of hags grow iron-like claws. Hags use these claws and their supernatural strength to rend and tear at opponents in combat. Their garb is similar to that of peasant women, but usually much more tattered and filthy.

Hags live alone or in covens of three. They always choose desolate, out-of-the-way places in which to dwell. They sometimes coexist with ogres or evil giants. The former act as servants or guards for hags, but giants are treated with respect (for obvious reasons) and often cooperate with hags to accomplish acts of great evil against the outside world.

While individually powerful, hags are much more dangerous when formed into a covey. A covey is composed of three hags of any combination. Covens have special spells and powers that individual hags don’t possess. To cast one of these spells, the members of the coven must all be within ten feet of each other and the spell being cast must be in lieu of all other attacks.

Covens never cast these spells in combat, instead these spells are used to help weave wicked plots against neighboring human or demihuman settlements. A common ploy by Hag covens is to force or trick a victim into performing some heinous deed. This deed usually involves bringing back more victims, some of whom are devoured by the hags; the rest are used on further evil assignments. Any creature fortunate (or unfortunate) enough to resist a coven is immediately devoured.

These minions frequently wear a special magical gem called a hag eye. A hag eye is made from the real eye of a coven’s previous victim. It appears to the casual observer to be no more than a low-value gem, but if viewed through a gem of True Seeing, a disembodied eye can be seen trapped in the hag eye’s interior. This hidden eye is magically connected to the coven that created the hag eye. All three members of the coven can see whatever the hag eye is pointed at. Hag eyes are usually placed on a medallion or brooch worn by one of the hag’s polymorphed servants. Occasionally hag eyes are given as gifts to unsuspecting victims whom the hags want to monitor.

Hags commonly inhabit bone-strewn glens deep within forests. There is a large chance that hags are keeping one or two captives in a nearby earthen pit or forcecage. These prisoners are held for a purpose known only to the hags themselves, though it will certainly involve spreading chaos into the outside world. Prisoners kept in a pit are guarded by an evil giant or one to two ogres; those in a forcecage are left alone.

Hags are witchlike beings that use magic to spread havoc and destruction. The green hag is the same size as a human but has green skin, long dark dirty hair and rags for clothes. They normally can be located isolated in swamps and marshes.

Though wrinkled and skinny, hags possess supernatural strength and can easily crush smaller creatures, such as goblins, with one hand. Similarly, though hags look decrepit, they run swiftly, easily bounding over rocks or logs in their path. From the long, skinny fingers of hags grow iron-like claws. Hags use these claws and their supernatural strength to rend and tear at opponents in combat. Their garb is similar to that of peasant women, but usually much more tattered and filthy.

Hags live alone or in covens of three. They always choose desolate, out-of-the-way places in which to dwell. They sometimes coexist with ogres or evil giants. The former act as servants or guards for hags, but giants are treated with respect (for obvious reasons) and often cooperate with hags to accomplish acts of great evil against the outside world.

While individually powerful, hags are much more dangerous when formed into a covey. A covey is composed of three hags of any combination. Covens have special spells and powers that individual hags don’t possess. To cast one of these spells, the members of the coven must all be within ten feet of each other and the spell being cast must be in lieu of all other attacks.

Covens never cast these spells in combat, instead these spells are used to help weave wicked plots against neighboring human or demihuman settlements. A common ploy by Hag covens is to force or trick a victim into performing some heinous deed. This deed usually involves bringing back more victims, some of whom are devoured by the hags; the rest are used on further evil assignments. Any creature fortunate (or unfortunate) enough to resist a coven is immediately devoured.

Covens often use one or two ogres as spies, sending them into the world beyond after polymorphing them into less threatening creatures.

These minions frequently wear a special magical gem called a hag eye. A hag eye is made from the real eye of a coven’s previous victim. It appears to the casual observer to be no more than a low-value gem, but if viewed through a gem of True Seeing, a disembodied eye can be seen trapped in the hag eye’s interior. This hidden eye is magically connected to the coven that created the hag eye. All three members of the coven can see whatever the hag eye is pointed at. Hag eyes are usually placed on a medallion or brooch worn by one of the hag’s polymorphed servants. Occasionally hag eyes are given as gifts to unsuspecting victims whom the hags want to monitor.

Hags commonly inhabit bone-strewn glens deep within forests. There is a large chance that hags are keeping one or two captives in a nearby earthen pit or forcecage. These prisoners are held for a purpose known only to the hags themselves, though it will certainly involve spreading chaos into the outside world. Prisoners kept in a pit are guarded by an evil giant or one to two ogres; those in a forcecage are left alone.

Lamashtu is the demon queen of monstrous births. She is described as a wretched and deformed hag, well known for her bottomless hunger for the bones of pregnant mothers and newborn babes. Pazuzu as Lamashtu‘s most notable enemy. She was once his consort, but she betrayed him by abusing her knowledge of his true name. In retribution, Pazuzu put out her eyes and banished her to the Abyssal layer of Torremor, in the sprawling construction known as Onstrakker’s Nest. Onstrakker’s Nest is built on a towering spire from timber, bones, earth, and stone pillars, is hundreds of miles in diameter. Lamashtu is impaled on a gleaming spire. Lamashtu has recently gained control of Torremor, taking it from Pazuzu, though she has yet to escape from her prison. Despite her theft of his Abyssal layer, Pazuzu still only barely considers her a threat. He rarely visited Torremor regardless, preferring the skies above Pazunia. Domains: Abyss, Creation